I am using Runic Standard Dialogue UI. The Dialogue Panel under the Runic Standard Dialogue UI gameobject logs a warning when starting or ending a conversation. The warning is
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Parameter '' does not exist.
UnityEngine.Animator:ResetTrigger (string)
PixelCrushers.UIPanel:Open () (at Assets/Plugins/Pixel Crushers/Common/Scripts/UI/UIPanel.cs:230)
PixelCrushers.DialogueSystem.StandardUIDialogueControls:ShowPanel () (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/UI/Standard/Dialogue/StandardUIDialogueControls.cs:92)
PixelCrushers.DialogueSystem.AbstractDialogueUI:Open () (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/UI/Abstract/Dialogue/AbstractDialogueUI.cs:104)
PixelCrushers.DialogueSystem.StandardDialogueUI:Open () (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/UI/Standard/Dialogue/StandardDialogueUI.cs:104)
PixelCrushers.DialogueSystem.ConversationView:Initialize (PixelCrushers.DialogueSystem.IDialogueUI,PixelCrushers.DialogueSystem.Sequencer,PixelCrushers.DialogueSystem.DisplaySettings,PixelCrushers.DialogueSystem.DialogueEntrySpokenDelegate) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/MVC/View/View/ConversationView.cs:98)
PixelCrushers.DialogueSystem.DialogueSystemController:WarmUpConversationController () (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Manager/DialogueSystemController.cs:819)
PixelCrushers.DialogueSystem.DialogueSystemController:Start () (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Manager/DialogueSystemController.cs:523)
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public virtual void Open()
{
if (panelState == PanelState.Open || panelState == PanelState.Opening) return;
if (panelState == PanelState.Closing) animatorMonitor.CancelCurrentAnimation();
m_frameLastOpened = Time.frameCount;
panelState = PanelState.Opening;
gameObject.SetActive(true);
onOpen.Invoke();
if (myAnimator != null && myAnimator.isInitialized) myAnimator.ResetTrigger(hideAnimationTrigger);
animatorMonitor.SetTrigger(showAnimationTrigger, OnVisible, waitForShowAnimation);
// With quick panel changes, panel may not reach OnEnable/OnDisable before being reused.
// Update panelStack here also to handle this case:
PushToPanelStack();
}
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if (myAnimator != null && myAnimator.isInitialized && !string.IsNullOrEmpty(hideAnimationTrigger)) myAnimator.ResetTrigger(hideAnimationTrigger);